I had previously resigned myself to the fact that there are no practical solutions to the X-pan vs. arc-pan volume issues, but was aware that in special cases, such as those in Banjo-Kazooie and Banjo-Tooie, where all samples of all instruments have a centered pan, it is possible to get the correct results with my "expression" adjustments.

Since I am determined to provide the world with the "final" set of recordings for all of their favorite Nintendo 64 games, I can't accept this X-pan/arc-pan volume issue unless there is 100% no way to solve it.

Well, there is a way to solve it.The way to solve it is to move the non-centered samples to their own tracks and use MIDI "expression" to handle them there.Having done this in the past, it can create an explosion of tracks, and I can only record 16 at a time. If you have 33 tracks, you have to record 16, then 16, then 1, and then combine their WAV's into the final song at the end. My scripts do this for me and are accurate to the sample, but that means 3 recording sessions for 1 song.If you move all the non-centered samples to their own tracks, you can easily end up with 60-100 tracks.

In short, there is a solution. It's just slow and tedious and will increase the amount of work I have to do for each OST significantly.

But whatever it takes is whatever it takes.I will record GoldenEye 007 and Perfect Dark both, one last time.

Just let me finish with Banjo-Tooie and Banjo-Kaoozie first.

I will also be announcing a new project related to GoldenEye 007 and Perfect Dark soon, and it's not small news. I have an epic-level project starting up soon, far bigger and more exciting than these never-before CD-quality music release (a new never-before is coming), but I want to make a prototype before I give a full explanation/release.

A level project? Like a new map? Or even better, a map pack? Sounds exciting! Can't wait to see it

As shown in my introductory post, I do indeed have the 3D level data and textures directly from GoldenEye 007 and Perfect Dark (I don’t just have musical assets) and other games.https://forums.geshl2.com/index.php/topic,8674.0.htmlAnd it will indeed be used for what I will announce.

But this epic project involves Super Mario Kart, Mario Kart 64, The Legend of Zelda, The Legend of Zelda: Link’s Awakening, The Legend of Zelda: A Link to the Past, Super Mario World, Super Mario 64, GoldenEye 007, Perfect Dark, and more…And it’s the kind that drives fans crazy, but what could it be…?

Just be sure you have a safe spot for your body to land when you faint from reading it. Just a few more weeks…

After speaking with the composers and the guy at Rare who did their MIDI implementation, as well as updating my synthesizer to a new firmware that has fixed a bug I reported to Yamaha, this Perfect Dark restoration represents the pinnacle of my work. It is completely accurate in terms of panning, balance, etc., and will scratch the itches of all people who are looking for the ultimate in a faithful crisp clear clean restoration.

After speaking with the composers and the guy at Rare who did their MIDI implementation, as well as updating my synthesizer to a new firmware that has fixed a bug I reported to Yamaha, this Perfect Dark restoration represents the pinnacle of my work. It is completely accurate in terms of panning, balance, etc., and will scratch the itches of all people who are looking for the ultimate in a faithful crisp clear clean restoration.

I thought I had mentioned it here but I guess not. Normally I would post my previous recordings with a caveat that they would be redone if I learned about the exact algorithms used for reverb.I finally did learn all the details regarding how the MIDI reverb works in GoldenEye 007 and Perfect Dark, and it turns out that it is actually very important to match the dry->wet balance for everything to truly sound good, and the reverb in GoldenEye 007 (but not Perfect Dark) draws sounds nearer to the center, so there are also certain characteristics of the reverb that are critical to mimic during the restore process.

The balance from dry to wet is what gave me balance problems in the past and why sometimes certain sounds would be too loud etc.With that part of the puzzle solved I now am able to make truly mathematically correct restores in terms of balance and pan. Have a listen for yourself!

I have marked the sets that correctly replicate the dry->wet balance as HD (Pilotwings 64 also has this although I did not mark it as HD).Everything marked as HD is completely final. There are no further reasons for me to re-record these OST's.I have gotten many complaints about the sounds of Runway X, Dam X, and Silo X. Here they are, finally correct, exactly as they are in the games but in HD, crisp and clear.